Author Topic: how do i make my map .bsp?  (Read 13525 times)

remco138

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how do i make my map .bsp?
« on: March 01, 2007, 04:49:46 pm »
ok i downloaded q3map2toolz
and blahblahblah
when selected my map and selected bsp i want it to make it .bsp
when i press the Build butten it starts tremulous but doesnt convert it to .bsp
pls help

i readed the www.tremmapping.pbwiki.com of this but it sucks
pls!!

Survivor

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how do i make my map .bsp?
« Reply #1 on: March 01, 2007, 05:34:26 pm »
Easiest compilation is from the bsp menu within radiant, if you have the paths set right and jex's project file installed. Any of the full options will do fine for starting mappers.

Edit: strange, can't find it.
I’m busy. I’ll ignore you later.

remco138

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how do i make my map .bsp?
« Reply #2 on: March 02, 2007, 07:49:02 pm »
omg fuck you... i sayd q3map2toolz you idiot all my topics your make a first post and tell me crap.

when i go to the bsp otion at the toolbar of
gtk radiant 1.2

then its empty, there comes an dropdownlist with nothing in it...

pls help Mme

Thorn

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how do i make my map .bsp?
« Reply #3 on: March 02, 2007, 08:15:20 pm »
Nobody will help you if you just insult everyone and anyone.

Survivor

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how do i make my map .bsp?
« Reply #4 on: March 02, 2007, 08:33:01 pm »
Quote from: "remco138"
omg fuck you... i sayd q3map2toolz you idiot all my topics your make a first post and tell me crap.

when i go to the bsp otion at the toolbar of
gtk radiant 1.2

then its empty, there comes an dropdownlist with nothing in it...


Quote from: "Survivor"

Easiest compilation is from the bsp menu within radiant, if you have the paths set right and jex's project file installed. Any of the full options will do fine for starting mappers.


How hard is it to read that line. I bother to give you the simplest way to compile the map, i even put on my precognition and forsee the problem you will have and you refuse to even read my post right. Maybe I should write an essay on mapping for new people or something

Fucking dutchees, see thorn. They're the scum of the earth
I’m busy. I’ll ignore you later.

Shadowgandor

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how do i make my map .bsp?
« Reply #5 on: March 02, 2007, 08:43:04 pm »
Quote from: "Survivor"
Quote from: "remco138"
omg fuck you... i sayd q3map2toolz you idiot all my topics your make a first post and tell me crap.

when i go to the bsp otion at the toolbar of
gtk radiant 1.2

then its empty, there comes an dropdownlist with nothing in it...


Quote from: "Survivor"

Easiest compilation is from the bsp menu within radiant, if you have the paths set right and jex's project file installed. Any of the full options will do fine for starting mappers.


How hard is it to read that line. I bother to give you the simplest way to compile the map, i even put on my precognition and forsee the problem you will have and you refuse to even read my post right. Maybe I should write an essay on mapping for new people or something

Fucking dutchees, see thorn. They're the scum of the earth


The thick sentence made me sad :cry:
I am dutch :cry:

Thorn

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how do i make my map .bsp?
« Reply #6 on: March 02, 2007, 09:54:49 pm »
Stop using q3w smilies here. They look UGLY here.

Lava Croft

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how do i make my map .bsp?
« Reply #7 on: March 03, 2007, 12:41:17 am »
Quote from: "Survivor"
Fucking dutchees, see thorn. They're the scum of the earth

Shut the fuck up. Why remco may be an unpolite moron, you did supply the wrong answer to his rather simple question, so do not blame his nationality, since that only works when you are from Poland.

Thorn

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how do i make my map .bsp?
« Reply #8 on: March 03, 2007, 12:44:39 am »
OMG LMAO

Survivor

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how do i make my map .bsp?
« Reply #9 on: March 03, 2007, 12:54:26 am »
Quote from: "Lava Croft"
Quote from: "Survivor"
Fucking dutchees, see thorn. They're the scum of the earth

Shut the fuck up. Why remco may be an unpolite moron, you did supply the wrong answer to his rather simple question, so do not blame his nationality, since that only works when you are from Poland.


And the right answer is? Really lava, jex's project file also adds bsp compile options to the bsp menu of radiant. This in combination with entering the right path for q3map2 which I also mentioned makes this a perfectly valid answer and simple at that.
 
Also q3map2toolz has a plethora of built in compile lines. He might want to check he actually selected one. He might want to check he didn't select the decompile option. His information is so incomplete I give the simplest answer I can.

Here have my project file, with the bsp options at the bottom, which are exactly the same as jex's because it is jex's.

Code: [Select]

{
"version" "4"
"basepath" "D:\Games\TREMUL~1\base"
"rshcmd" ""
"remotebasepath" "D:/Games/Tremulous/base"
"entitypath" "D:/Games/GtkRadiant/"
"texturepath" "D:/Games/Tremulous/base/textures"
"autosave" "D:\Games\TREMUL~2\base\maps\autosave.map"
"mapspath" "D:/Games/Tremulous/base/maps"
"brush_primit" "0"
"user_project" "1"
"bsp_Q3Map2: (ASE convert) BSP -meta -patchmeta -subdivisions 3" "! D:/Games/Tremulous/Radiant/q3map2 -v # -meta -patchmeta -subdivisions 3 $"
"bsp_Q3Map2: (single) BSP -meta" "! D:/Games/Tremulous/Radiant/q3map2 -v # -meta $"
"bsp_Q3Map2: (single) -vis" "! D:/Games/Tremulous/Radiant/q3map2 # -vis $"
"bsp_Q3Map2: (test) BSP -meta, -vis" "! D:/Games/Tremulous/Radiant/q3map2 -v # -meta $ && ! D:/Games/Tremulous/Radiant/q3map2 # -vis -saveprt $"
"bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -nocollapse -filter -super 2 -shadeangle 90 -patchshadows" "! D:/Games/Tremulous/Radiant/q3map2 -v # -meta $ && ! D:/Games/Tremulous/Radiant/q3map2 # -vis -saveprt $ && ! D:/Games/Tremulous/Radiant/q3map2 -v # -light -fast -skyfix -nocollapse -super 2 -shadeangle 90 -patchshadows $"
"bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -nocollapse -super 2 -shadeangle 90 -patchshadows" "! D:/Games/Tremulous/Radiant/q3map2 -v # -meta $ && ! D:/Games/Tremulous/Radiant/q3map2 # -vis -saveprt $ && ! D:/Games/Tremulous/Radiant/q3map2 -v # -light -fast -skyfix -nocollapse -super 2 -shadeangle 90 -patchshadows $"
"bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -nocollapse -shadeangle 90 -patchshadows" "! D:/Games/Tremulous/Radiant/q3map2 -v # -meta $ && ! D:/Games/Tremulous/Radiant/q3map2 # -vis -saveprt $ && ! D:/Games/Tremulous/Radiant/q3map2 -v # -light -filter -fast -skyfix -nocollapse -shadeangle 90 -patchshadows $"
"bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -nocollapse -patchshadows" "! D:/Games/Tremulous/Radiant/q3map2 -v # -meta $ && ! D:/Games/Tremulous/Radiant/q3map2 # -vis -saveprt $ && ! D:/Games/Tremulous/Radiant/q3map2 -v # -light -fast -skyfix -nocollapse -patchshadows $"
"bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -nocollapse -filter -patchshadows" "! D:/Games/Tremulous/Radiant/q3map2 -v # -meta $ && ! D:/Games/Tremulous/Radiant/q3map2 # -vis -saveprt $ && ! D:/Games/Tremulous/Radiant/q3map2 -v # -light -fast -skyfix -nocollapse -filter -patchshadows $"
"bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -nocollapse -filter -super 2 -patchshadows" "! D:/Games/Tremulous/Radiant/q3map2 -v # -meta $ && ! D:/Games/Tremulous/Radiant/q3map2 # -vis -saveprt $ && ! D:/Games/Tremulous/Radiant/q3map2 -v # -light -fast -skyfix -nocollapse -filter -super 2 -patchshadows $"
I’m busy. I’ll ignore you later.

Warrior

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Re: how do i make my map .bsp?
« Reply #10 on: March 03, 2007, 01:21:00 am »
Quote from: "remco138"
ok i downloaded q3map2toolz
and blahblahblah
when selected my map and selected bsp i want it to make it .bsp
when i press the Build butten it starts tremulous but doesnt convert it to .bsp
pls help

i readed the www.tremmapping.pbwiki.com of this but it sucks
pls!!

1. After you have installed the Q3Map2 Toolz, run the "Configuration Tool".

2. Fill the spaces as seen in the image:


3. Click "Add" and then "Q3Map2Toolz".

4. In the window that open select a map name at the left and choose any build options that have both BSP, VIS and Light swifts.

5. Click build and be happy if you are lucky.

A simpler program that can do the same is the Q3Map2Build that you can download here: http://www.bobdev.com/q3map2build.php
However, I recommend you using the Gtk build menu or create yourself a .BAT script to automate the process. Those automated programs are a little outdated.

Lava Croft

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how do i make my map .bsp?
« Reply #11 on: March 03, 2007, 09:07:09 am »
*Lava Croft huggles Warrior.

remco138

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how do i make my map .bsp?
« Reply #12 on: March 03, 2007, 09:10:30 am »
...omfg

i start q3map2toolz and blalbabla i already have tremulous in hat list...
but when i select.bsp and my map and clock on build it autostarts tremulous.
 i dont want it to start tremulous but convert my .mp to .bsp!!!!!!!

remco138

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how do i make my map .bsp?
« Reply #13 on: March 03, 2007, 12:28:57 pm »
BUMP

/EDIT... and even if i use that project file script and (yes i have setten the parhs good) i get an error when i try to compile, MAP LEAKED

Warrior

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how do i make my map .bsp?
« Reply #14 on: March 03, 2007, 07:52:52 pm »
Quote
i get an error when i try to compile, MAP LEAKED

If you had compiled using Gtk it would alert you about the leak and won't let you compile the map until the leak has been fixed.

Also, try to write in better English next time. If you have Microsoft Word, try to use it to fix your grammar.

remco138

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how do i make my map .bsp?
« Reply #15 on: March 04, 2007, 09:04:09 am »
omfg awnser? i doh noht cer ef my gremar socks

why does it says map leak what dfo i do00oo oomhfg           (imdutchwhatdoesmapleakmean??)

when it sayd map leaked there comes an big red line that goes trough all the overmind, baricade,acidtube,reactor,and telenode.... just everyting i build, when i delete those it still says map leaked but there no big red line enymore

Survivor

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how do i make my map .bsp?
« Reply #16 on: March 04, 2007, 01:32:49 pm »
Leaks are openings of the map towards the void. The area outside the brushes which goes on for let's say infinity. The red line comes from the first entity it compiles towards the leak in the wall. Usually these are either detail brushes as hull which is unlikely in your case or a hullwall/floor/ceiling which doesn't touch another brush on one/more side(s) resulting in an opening to the void. Usually if you follow the line and find the point where the line enters the outside area (void) you will have found the location of the leak. Fix it by closing the hole.
I’m busy. I’ll ignore you later.

remco138

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how do i make my map .bsp?
« Reply #17 on: March 04, 2007, 06:18:19 pm »
ty man!!  :eek:
now try to fix it lolz
 :D  :)

when i open it (yes /sv pure 0) and do /devmap <mapname> then it goes loading and then it gives an error

Thorn

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how do i make my map .bsp?
« Reply #18 on: March 04, 2007, 06:25:42 pm »
Entity leak? The entity is IN the brush?

Edit; What is the error?

remco138

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how do i make my map .bsp?
« Reply #19 on: March 04, 2007, 06:35:52 pm »
omg i sayd it was cleared but when i try to open it in trem it says when the first loading bar  = at 60% re wordlmap:could not find <themapname>



KK HERE

Thorn

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how do i make my map .bsp?
« Reply #20 on: March 04, 2007, 06:42:41 pm »
Run the compiler as a bat file through a command prompt, once its finished look up for any compile errors OR keep your eyes open for them when you are compiling.

remco138

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how do i make my map .bsp?
« Reply #21 on: March 04, 2007, 06:52:23 pm »
im using not q3build2toolz anymore but survivor his project file (with my paths) so i can compile in GTK radiant

and that text box says
Saving map to C:/Program Files/tremulous/base/maps/Remco_battle1.map
Map_SaveFile: C:/Program Files/tremulous/base/maps/Remco_battle1.map
Saved.
Setting up
Listening...
=== running BSP command ===
 c:/program files/Tremulous/Radiant-1.2/q3map2 -v  -connect 127.0.0.1:39000  -meta -fs_basepath "C:/PROGRA~1/TREMUL~1" -fs_game base "C:/Program Files/tremulous/base/maps/Remco_battle1.map"
Connected.
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.16
GtkRadiant    - v1.5.0 Oct  8 2004 08:08:27
Voter turnout
--- InitPaths ---
VFS Init: C:/PROGRA~1/TREMUL~1/base/
VFS Init: C:/PROGRA~1/TREMUL~1/baseq3/

--- BSP ---
Creating meta surfaces from brush faces
entering scripts/shaderlist.txt
entering scripts/arachnid2.shader
entering scripts/atcs.shader
entering scripts/karith.shader
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
entering scripts/nexus6.shader
entering scripts/niveus.shader
entering scripts/transit.shader
entering scripts/tremor.shader
entering scripts/uncreation.shader
entering scripts/common.shader
entering scripts/common-trem.shader
WARNING: Unknown surfaceparm: "nobuild"
WARNING: Unknown surfaceparm: "noalienbuild"
WARNING: Unknown surfaceparm: "nohumanbuild"
Script file scripts/ix.shader was not found
Script file scripts/moria.shader was not found
Script file scripts/tim.shader was not found
entering scripts/titan.shader
Script file scripts/trem2.shader was not found
Script file scripts/stone.shader was not found
entering scripts/displays.shader
entering scripts/misc.shader
entering scripts/plant_life.shader
entering scripts/water.shader
      473 shaderInfo
--- LoadMapFile ---
Loading C:/Program Files/tremulous/base/maps/Remco_battle1.map
entering C:/Program Files/tremulous/base/maps/Remco_battle1.map
       77 total world brushes
        0 detail brushes
        0 patches
       22 boxbevels
        0 edgebevels
        7 entities
      460 planes
        0 areaportals
Size:  -960,  -248,   -64 to  2496,  2464,  1024
--- ProcessDecals ---
        0 decal projectors
--- CreateMapFogs ---
        0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -960.000000 -248.000000 -64.000000 } { 2496.000000 2464.000000 1024.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
--- FaceBSP ---
      463 faces
     1649 leafs
--- MakeTreePortals ---
       38 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
       77 structural brushes
     1939 cluster references
--- FloodEntities ---
      348 flooded leafs
--- FillOutside ---
     1150 solid leafs
      151 leafs filled
      348 inside leafs
--- CullSides ---
      159 hidden faces culled
        0 coincident faces culled
--- ClipSidesIntoTree ---
--- FaceBSP ---
      347 faces
      726 leafs
--- MakeTreePortals ---
       39 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
       77 structural brushes
      822 cluster references
--- NumberClusters ---
      285 visclusters
      914 visportals
     1179 solidfaces
--- WritePortalFile ---
writing C:/Program Files/tremulous/base/maps/Remco_battle1.prt
--- FloodAreas ---
        1 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
        0 detail brushes
        0 cluster references
----- FogDrawSurfs -----
        0 fog polygon fragments
        0 fog patch fragments
        0 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
      546 axial edge lines
      192 non-axial edge lines
        0 degenerate edges
      195 verts added for T-junctions
     1427 total verts
      206 naturally ordered
       63 rotated orders
        3 can't order
        0 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
        0 empty or malformed surfaces deleted
--- MakeEntityDecals ---
 (0)
        0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
      272 total meta surfaces
      272 stripped surfaces
        0 fanned surfaces
        0 patch meta surfaces
     1427 meta verts
      883 meta triangles
--- TidyEntitySurfaces ---
      272 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
No smoothing angles specified, aborting
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
      246 surfaces merged
     2695 vertexes merged
--- FilterDrawsurfsIntoTree ---
     1860 references
      246 (246) emitted drawsurfs
      272 stripped face surfaces
        0 fanned face surfaces
        0 surface models generated
        0 skybox surfaces generated
        0 SURFACE_BAD surfaces
        0 SURFACE_FACE surfaces
        0 SURFACE_PATCH surfaces
        0 SURFACE_TRIANGLES surfaces
        0 SURFACE_FLARE surfaces
        0 SURFACE_FOLIAGE surfaces
        0 SURFACE_FORCED_META surfaces
      246 SURFACE_META surfaces
        0 SURFACE_FOGHULL surfaces
        0 SURFACE_DECAL surfaces
        0 SURFACE_SHADER surfaces
     1866 redundant indexes supressed, saving 7 Kbytes
--- FixBrushSides ---
--- EndModel ---
        0 light entities stripped
      472 BSP planes
--- WriteSurfaceExtraFile ---
Writing C:/Program Files/tremulous/base/maps/Remco_battle1.srf
Writing C:/Program Files/tremulous/base/maps/Remco_battle1.bsp
Wrote 0.2 MB (175488 bytes)
        4 seconds elapsed
Disconnecting
Connection closed.
Setting up
Listening...
=== running BSP command ===
  c:/program files/Tremulous/Radiant-1.2/q3map2  -connect 127.0.0.1:39000  -vis -saveprt -fs_basepath "C:/PROGRA~1/TREMUL~1" -fs_game base "C:/Program Files/tremulous/base/maps/Remco_battle1.map"
Connected.
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.16
GtkRadiant    - v1.5.0 Oct  8 2004 08:08:27
Voter turnout
VFS Init: C:/PROGRA~1/TREMUL~1/base/
VFS Init: C:/PROGRA~1/TREMUL~1/baseq3/

--- Vis ---
saveprt = true
Loading C:/Program Files/tremulous/base/maps/Remco_battle1.bsp
Loading C:/Program Files/tremulous/base/maps/Remco_battle1.prt
   285 portalclusters
   914 numportals
  1179 numfaces
  1828 active portals
     0 hint portals
visdatasize:11408

--- BasePortalVis (1828) ---
0...1...2...3...4...5...6...7...8...9... (1)
      9 average number of passages per leaf
      2 MB required passage memory

--- CreatePassages (1828) ---
0...1...2...3...4...5...6...7...8...9... (5)

--- PassagePortalFlow (1828) ---
0...1...2...3...4...5...6...7...8...9... (21)
creating leaf vis...
Total visible clusters: 36042
Average clusters visible: 126
Writing C:/Program Files/tremulous/base/maps/Remco_battle1.bsp
Wrote 0.2 MB (186896 bytes)
       28 seconds elapsed
Disconnecting
Connection closed.

TRaK

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how do i make my map .bsp?
« Reply #22 on: March 04, 2007, 09:23:28 pm »
Quote from: "remco138"
omg i sayd it was cleared but when i try to open it in trem it says when the first loading bar  = at 60% re wordlmap:could not find <themapname>

KK HERE


Did you do
/sv_pure 0
/devmap mapname
?

remco138

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how do i make my map .bsp?
« Reply #23 on: March 05, 2007, 04:11:57 pm »
ok ty i missspelled  that set svc pure 0 ty now it loads fully buttttt


it says there are no spawns, so one question bout the mapping part,
how can i set someting precise at an brush (like the floor) so the spawn doesnt go trough the floor.

Warrior

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how do i make my map .bsp?
« Reply #24 on: March 05, 2007, 04:25:47 pm »
Quote from: "remco138"
how can i set someting precise at an brush (like the floor) so the spawn doesnt go trough the floor.
Put it some units above the floor (about 8 or 16 units is ok, but you can use more space between the floor and the egg if you want).

remco138

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how do i make my map .bsp?
« Reply #25 on: March 05, 2007, 06:44:54 pm »
ok ok BUT i gives an error when i want to test it pls awnser that,
it says there are no spawns but there ARE

(how can imove someting a bit instead of  much cuz if i an hall with tunnels  and i paste an other wall against it it wil be ugly cuz it isnt precise)

pls awnser the first question first

Warrior

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how do i make my map .bsp?
« Reply #26 on: March 05, 2007, 07:01:36 pm »
Quote from: "remco138"
how can imove someting a bit instead of  much

Just set a new grid size using the "Grid" toolbar menu.
And please stop using this forum to ask such basic questions. If you can't do anything alone, forget the idea of mapping. Or try to learn by yourself. Don't forget you have Google to make searches. And you have infinite Tutorials and Manuals about mapping.
Also, please stop using that 2-3 year children language.
You will have no more answers from me for such questions.

Shadowgandor

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how do i make my map .bsp?
« Reply #27 on: March 05, 2007, 07:21:27 pm »
Quote from: "Warrior"
Quote from: "remco138"
how can imove someting a bit instead of  much

Just set a new grid size using the "Grid" toolbar menu.
And please stop using this forum to ask such basic questions. If you can't do anything alone, forget the idea of mapping. Or try to learn by yourself. Don't forget you have Google to make searches. And you have infinite Tutorials and Manuals about mapping.
Also, please stop using that 2-3 year children language.
You will have no more answers from me for such questions.


Don't be so hard, maybe his english isn't very good or something and he said he used trem wiki, so he prob used it but couldn't find his answer :)
Ow well, who am i to join this conflict.

TRaK

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how do i make my map .bsp?
« Reply #28 on: March 05, 2007, 09:58:10 pm »
Make sure you have an egg, a telenode, info_player_intermission, info_human_intermission, and info_alien_intermission.

And make sure none of these are touching brushes or in the void. To be safe, place them raletively high above the floor.

Plague Bringer

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  • Turrets: +147/-187
how do i make my map .bsp?
« Reply #29 on: March 05, 2007, 10:03:16 pm »
you only need an info_playerintermission, but the rest of your points are right ;P
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